If a Vega tries to play footsies with you, it is more of a problem than a super aerial Vega. Your fierce buttons beat most of his pokes. It obviously doesn’t beat slide, but if you make sure to stay within his footsie range (go ahead and block those normals for 30 seconds), you can wait him out and get him to slide, which you can punish up close. Safe business elbow on his wake up. If he blocks it, it’s mixup time, if he tries to flip kick or back flip,m it’s punishment time.
The thing is this would never work against a good player.
i think medium mgb works on codys Bingo! on block,not exactly sure
Yup, range is out right painful while hes got the claw, he takes damage like a bitch though, what does he lose when the mask comes off? One decent combo and his shit goes all over the place, it almost makes it worth just how aggravating that match can be.
This has probably been discussed a million times before, but I didn’t see it in original post. Dudley’s F.FP can completely stuff Akuma’s S.RH. Dudley can also duck under the second hit of the S.RH and get off a C.Jab, S.HK XXX whatever. J.HK stuffed most of his air to air, but I need to test it out a bit more.
Oh and I need serious help with fighting Bison and Balrog. I can’t find a way to stop his level 1 TAP and him turtling the entire match. It’s just a super annoying match for me.
Bison isn’t much better either, I have a hard time getting in against a turtling Bison that uses devil’s reverse to annoy me and LK SK. Being in the corner against Bison with Dudley is a nightmare for me. I can’t press anything.
Posted this in the character specific punishes thread, might be useful? I don’t know x_X;
So against turtle ( i mean TURTLE) Thawk, how do you get in?He just stays down back, he has dp and grab.How the hell and i supposed to touch him? He ocasionally throws a cr.hp which beats my st.hp. I can take down thawk like the first round, using some OH mixups, safe jumping after throw, bachdashing his throws and what not, but the second round, when he goes like “I’ll turtle fucker” the match is over.There must be something i’m missing.
The first thing that comes to my mind is hanging around just outside his sweep range… then walk into it and back out real fast punish poke?.. build alot of meter too while hes turtling, HP cross counter is pretty safe far away. When you DO get a chance make it hurt bad. Back dash punish command grabs (if that even works?)
edit: I forgot to add, if you walk in/out of his poke range you can start a mixup game like crazy, once hes afraid to poke walk in throw, overhead xx super. Theres always something.
Against him, it seems i really have to apply lots of shit after getting in.It’s pretty important to option select his wakeup with the mk duck, j.hk safe jump after forward throw.It beats 360, safe jumps DP, and you can OS his backdash with like, rolling thunder.I’m not sure if this works against his ex 360, it may just work, by canceling the recovery frames of the jumpin into EX DP, because his ex 360 have 4 frames startup.
I agree with Smileymike101
I had a good number of matches with a decent T hawk the other day. Hawk having pretty decent footsies was giving me a problem until I realized you can duck through his standing FK. Unfortunately I wound up eating a sweep or cr. MK at times trying to anticipate the standing fierce. But this was a good way to sneak in a little bit of damage at a time, or set up some combos once you get past those giant legs of his.
What is the elbow and business elbow??
Jumping Roundhouse.
What about turtle guiles who just boom from full screen, flash kick jump-ins. recovery on boom is too short to rolling thunder.
You just have to be a bit closer to land the RT, you want to be around 1 square in the training room closer then you would with a shoto, use focus dash in to get in range. I only jump in on Guile maybe 2-3 times a round at most, make it a suprise, and make it count.
Personally, I use U2 in this matchup, I find I have more luck baiting a FK or landing a focus attack to whatever on his double sweep. (allowing for me to land said ultra)
I need advice against balrogs that know how to play, anyone here plays excellent balrogs frequently? This matchup feels so broken its not even fun, this one and chunli make me want to break my stick =/
Any tips on how to deal with Cammy’s that spam special attacks?
^this. i have had the worst fights against bison, vega, ryu/ken/akuma =[
i have however perfected an ibuki! =D
still have yet to fight one balrog online =[
Major Crimson is a friend of mine (hes a pretty good Rog I hear, ;p).
Heres what I have found:
St frc is your friend, for real, this move stuffs his rush/turnaround punches for brutal damage.
Focus his annoyingly long reaching sweep, also, you can focus his headbutt! Seriously, it works, massive damage!
You can also throw his rush punches, the trick is being close, it is VERY uncomfortable, I wont lie its tense, but you want to be hovering in and out of sweep range like, the ENTIRE match, just keep in mind that his options for normals are limited while holding down back, thats your cue to focus in/mix up baits, etc. As soon as he starts moving around/jumping in he has no charge, you can attack/pressure him like a beast. Once he has EX meter, you have to change gears to deal with the 1 hit armor, double hit st or cr jabs work, make him waster that meter!
The only time you want to jump in on him is if he is standing, and it has to be a suprise, remember, you can kill him VERY fast of a couple of smart confirms, block once he starts his jab traps, you MUST tech his throws. Make him scared to use the headbutt, its a free punish if it whiffs.
Cross Counter on her air dive thing, block and MASSIVE punish for her corkscrew dive low thing. And just crouch and punish her hooligan throw, and for the love of god, stay the heck away from her on wake up unless you are utterly mind fucking her. (her DP is seriously good)
She has that little 50/50 mixup with her dive in to either throw or rapid dive kick, you can standing jab her out of the follow up. (the second dive kick)